Fun-fact because velramp was chosen to be 1/c^v as velocity increases the ramp value goes to 0, causing the velocity to go to 0. So you get the weird effect where if you go extremely fast you stop moving
16:03
For simplicity let's say you are holding D and are grounded. On Tick you get Accel(ground_control_accel) added to your velocity. Velocity is capped at MaxSpeed(ground_control_speed). After that at TickDefered your velocity is scaled using the VelocityRamp, this is as far as I'm aware just to give the game a certain character. If you do tune velramp_curvature 1 you'll see how movement feels different without it
16:05
Velocities below 550(velramp_start) aren't touched and after 550 you get slowed down more and more until at some speed I don't know you just don't move at all(edited)
that actually affects some speedruns. like on these shortrun maps top players stop giving themselfes more speed with grenade after a certain time because they maxed out on speed
I’m not completely sure of the mechanic that allows you to get your speed back after you stop adding speed though, as soon as you let go of D you’ll start moving faster and faster. Maybe @heinrich5991 or @deen knows that part
Yep but it seems the new calculated velocity from the velramp completely replaces the old one. So you are at 0 when you let go. Not sure how/where it stores the actual velocity value